uniform extern float4x4 gWVPMat;

struct A2V
{
	float3 positionL : POSITION0;
	float3 normalL   : NORMAL0;
	float2 tex       : TEXCOORD0;
};

struct OutputVS
{
	float4 posH : POSITION0;
	float4 color : COLOR0;
};

OutputVS GeneralVS( A2V IN)
{

	OutputVS outVS;

	outVS.posH = mul(float4(IN.positionL,1), gWVPMat);
	
	//outVS.color = float4(1.0, 1.0, 1.0, 1.0);
	outVS.color = float4(IN.normalL,1);

	return outVS;
}

float4 GeneralPS(OutputVS IN) : COLOR
{
  //return float4(0.0f, 1.0f, 1.0f, 0.0f);
  return IN.color;
}

technique General
{

	pass P0
	{
		vertexShader = compile vs_2_0 GeneralVS();
		pixelShader = compile ps_2_0 GeneralPS();
	}

}